How does wvwvw work gw2




















If that location was an instance then you will be returned to your location prior to entering the instance. Relogging has the same effect. If you would prefer, go to Lion's Arch using the Asura gate in the starting area. Eternal Battlegrounds is not associated with any world and features a massive central keep called Stonemist Castle.

Eternal battlegrounds is the middle map where all three worlds start off on equal grounds. There is a massive Stonemist Castle in the middle that three worlds compete to capture. It is a triangular map, with 1 keep, 4 towers and 2 supply camps on each angle, totaling 1 castle, 3 keeps, 12 towers and 6 supply camps on the entire map.

Here is a typical Borderlands map in this case belonging to the the world Darkhaven where you can see how the resource camps , Towers and Keep are placed. Note that since this is the home map for Darkhaven, they also have a citadel at the top of the map where their waypoint is located. Invading worlds have waypoints at the bottom left and right side of the map.

None of the waypoints can be captured - they are guarded by legendary defenders that one-shot enemy players. Waypoints are also unusable by enemy players - they will appear contested to all but the world that owns that waypoint. At the bottom half of the map, you have two towers , one near each invading world's waypoint.

Moving up, you will see two keeps on the left and right side of the map and a third keep positioned almost in the middle of the map, right in front of the home world's waypoint. This keep is flanked by two nearby towers and since they are all near the home world's waypoint, it gives them somewhat of a home map advantage. There are three supply camps at the top half of the map as well, one near each tower and the third all the way up in the north, near the Orb of Power.

If you count up the objectives, each Borderlands map would have 3 keeps , 4 towers and 6 supply camps. WvW is designed to accommodate players that would not normally participate in PvP.

For instance, the high player limit means that a new player can get involved without immediately feeling pressured to contribute. In addition, objectives are available for a variety of group sizes, so players don't need to be members of dedicated guilds in order to be productive. There are also PvE objectives in the world such as hero challenges, events and jumping puzzles.

Player limits are based on the server resources being used. If too many players try to log onto a map, additional players will be placed in a queue and can continue playing on other maps, including other WvW maps. The limit number is split equally among all three worlds.

Players joining WvW will have their level and attributes dynamically adjusted to level Character levels can nonetheless be gained by using Tomes of Knowledge obtained as rewards from rank up and WvW reward tracks. Each character on an account has separate lists of WvW traits, but world experience gained on one character is account-wide. The interface used in Borderlands and Eternal Battlegrounds at the top of your screen.

Edge of the Mists uses a different interface. There are four different types of objectives: Camps, Towers, Keeps and one Castle. Depending on the type of objective, there are a number of obstacles that must be overcome before it can be captured. Guards are capable of holding out against small strike teams, their main purpose however is to buy time and assist allied players.

To capture an objective the Lord has to be defeated. The Lord is at the center of the objective, in case of Towers and Keeps, inside the walls. In these cases, the only way to attack the Lord is to bring down the walls or gates first. Mesmers can portal players past walls, but there has to be a breach for the mesmer to enter in the first place. After defeating the Lord of the objective, a capture circle will appear.

Alive or downed enemy players that are not invulnerable nor invisible or NPCs inside the capture circle prevent capping. The longer a world holds an objective, the more it will be upgraded to make it harder to capture but also the more valuable. Upgrade defenses to control objectives longer and increase your team's war score.

There are two kinds of upgrade:. Use the WvW objective UI, which is available by speaking to a quartermaster or left-clicking an objective map icon. It allows:. Siege Weapons are environmental weapons that can be built to accomplish a particular purpose. For instance, arrow carts and cannons are very effective against clustered enemies, ballistae at destroying enemy siege equipment, trebuchets for breaking down doors and walls, and shield generators to disrupt enemy movement and support allies.

Player damage is severely limited against doors, and zero against walls. Therefore siege weapons are an integral part of capturing a walled objective. With the exception of the siege golem, all siege weapons are stationary and cannot be moved. To create a siege weapon, a player must create a build site by using a blueprint at the desired location. The weapon is constructed after it receives enough supply from players.

However, the player who placed the blueprint has priority, even if someone else is already using the weapon -- they can remove other players from any siege weapon except for golems. Certain siege weapons can be acquired through objective upgrades. These siege weapons do not require blueprints.

Each tower, keep and castle has a stockpile of supply that is replenished by supply caravans delivering from resource camps. Stockpiled supply can be collected by players, each of whom may carry a maximum of 10 units untraited, up to 15 while traited and unbuffed and up to 25 traited and buffed With an additional 5 possible through Guild Objective Aura I and another 5 bonus from the Presence of the Keep.

Supplies do not show up in your inventory, but you can see the number of supplies you carry at the top of your screen in WvW. A stockpile of supply will allow defenders to keep their doors and walls repaired or to build defensive siege weapons.

Similarly, attackers need supply to construct their offensive siege weapons. Supply is therefore the basic resource around which WvW revolves.

Killing an enemy player in WvW will result in gaining world experience and loot. Loot often includes Badges of Honor but is otherwise randomly generated; the defeated player does not actually lose anything through being defeated, but they may still take durability damage as with any other death. As a result, combat will usually occur when attacking or defending an objective. The names of players from other worlds are not shown. Guild tags are still shown, appended to their name. Spawn points are waypoints on each of the battlegrounds.

There are two types of spawn points; those which provide permanent access and those within objectives. Each World versus World map includes three permanent waypoints, one for each team, to allow basic access to the map regardless of which team is dominating. These waypoints cannot be used by other worlds and are housed in objectives protected by Legendary Defenders. Each spawn point includes a set of NPCs where players may repair their armor, sell loot, or buy blueprints.

There are several paths out of each spawn location. In smaller scale situations it may be better to have more information on the screen so you can disable this option if you feel that is the case. The second tab of your settings menu is the Graphics Options. The most important things to reduce are Reflections and Shadows if you want to improve your performance. They provide the least amount of detail for the amount of strain they give to your PC.

Affects how much detail characters other than your own character are given. I put this to low because it is not that important for me to see how much detail they have in the middle of a fight, but just a general idea of what they are wearing is enough for me. Affects how many players and to what degree they are animated from your perspective. Turning this on will remove a lot of spell effects that you may not even be able to pay attention to anyway, so in a lot of cases you wont see a difference because there is so much going on anyway.

However, it can also remove very specific spell animations that you really need to watch out for. Decide for yourself whether you want to see everything that comes at you or you want a little better PC performance. Also, if you have a hard time focusing on animations when there are too many present this can be good to enable.

Guild Wars 2 combat is a mix between action combat and tab targeting , so you need to be able to look at the User Interface and quickly gather information while also having good visibility of the animations of each player. Here are some of the main elements of the UI and how you should interpret the information they provide you. Whether you are in a squad or party you will be able to see the health of your teammates and be able to target allies by clicking on their health bars.

Targeting them will highlight their character in the world and make them easier to find which will allow healers to get in range of them. Chatting can be useful while moving between objectives and fights, but with all of the information that goes on in WvW, it is hard to communicate with people during battle. Use concise but specific information to help your team. The on screen score does not tell you all of the information you will need. Generally you will open the WvW Panel to look at score, but while in combat or scouting you may not have that luxury.

It will tell you how much time is left in the tick, so if you are really trying hard to cap something to make it count for the next tick you will be racing that countdown. Then below it will also show how much time is left in the skirmish, which is like a longer term tick giving victory score the final points that decide who wins the matchup.

Also it will tell you how much supply you have. Hovering over elements of the score UI will tell you more specific information. Hovering over the symbol to the left of your score will tell you information about the objective in which territory you are in such as who owns it important to know because you cannot glide in enemy territory , what kind of objective it is and what it is worth, and how upgraded it is. Learn these icons well because like any RPG how you play depends on what you are up against.

Seeing the Guardian icon means that they are not using an elite specialization. However, seeing the Dragonhunter or Firebrand icons which are the two elite specializations for Guardian tell you what one of their trait lines is immediately. When targeting an enemy you can get a lot of information about them. If they have the aegis boon blocks next attack you want to do a low investment quick attack to remove it.

If they have stability ignores one CC per stack wait to use your CC skills or use boon rips. Resistance ignores condition effects during its duration can be countered by CCing them while they have it or saving your conditions and only using power damage.

Your daily achievements and any nearby objectives will appear in the top right of your screen. These can show the progress of a capture point and who owns it. You can also see how much supply is left in an objective which can give you a general idea of how long it will take to siege if players are willing to defend it. Your mini map is a tool to provide you with a lot of information. You can hover over it and use your mouse scroll wheel to zoom in and out depending on whether you are trying to find something and need a wider view or if you are in an engagement and need a more focused view.

You can also hover over objectives to see whether they have RI, if they are contested, and whether they have upgrades or tactics. You can also left click commander tags to easily join their squad. If you see Orange Crossed Swords on the map it means that at least 25 players are in combat in that area. Also objectives that have been contested within the last 3 minutes will have White Crossed Swords on their icons.

If you are looking for fights, look for these. Whenever you hit an enemy for damage or heal an ally you will see a numerical value near that character. White numbers represent damage dealt and white letters with a red explosive background represent critical damage. Green numbers represent healing and blue represents barrier given or received.

Here you mainly want to check which conditions are on you and whether or not you need to cleanse them. If you have a lot of damaging conditions on you, cleansing is important.

The priority of condition cleanse can sometimes be unreliable but generally the conditions to the left on your buff bar get cleansed first. Your health and endurance meters are good indicators for how much of a buffer you have to overextend.

If you are at full endurance you can overextend a bit and then dodge back to safety. If you are low on health you should stay back and resustain. Hovering over the chest icon above the mini map will give you more detailed information about your participation levels, including exactly how much time is left until you start decaying participation and what tier of reward you are on. Reward chests will also pop up here when the 5 minute scoring tick occurs. A: If there are others running back with you, take the most travelled paths or the dirt roads and stick together.

If you are running back alone, take side routes because gankers usually look for kills on players in the places they can find them the easiest. Also you can utilize build templates to make a set of traits and utilities, which cost nothing to make and can use your normal build gear, to give you extra mobility through swiftness and have invulnerabilities to survive long enough to make it to a safe point.

Then swap back to your normal build template when you reconvene with the squad. Q: My server is dead during the times I play, how do I keep up my participation to gain pip rewards while outnumbered? A: Camps and Sentries are the best objectives to capture for increasing your participation.

Once your participation is high you can maintain it by simply defending towers you already own or using siege to damage walls. Hitting a wall with a catapult or trebuchet from the safety of a high ledge or tower can help you to keep participation. Repairing a wall or fending off attackers who tag your objective triggering the 3 minute defense event that contests that objective will also give participation.

It represents how many objectives your team holds on all maps and how upgraded they are. Players tend to want to interact with other players through fights around the objectives, but some players will try to avoid fights to focus on capturing objectives that go undefended, or focusing purely on the PPT. While this may be frowned upon as an unfun playstyle, what most players do is a combination of PPT and fights.

It is necessary to engage in PPT even if you want fights because you need to entice enemy players to defend their objectives which will often create the engaging content players look for. If you are interested in more about World vs World, check out my other guides, and also I recommend that you check these tools and content creators who put effort to promote this game mode.

I do mention GW2Stats, and actually I did modify this guide many times trying to make it shorter each time, so the information about the coverage and about tiers is no longer there.

Guild Wars 2 Achievements and Guides! GuildJen is a humble website dedicated to the GW2 community. Your support helps a lot! Contents hide. WvW Roaming Builds. WvW Zerg Meta Builds. Ascended Gear — The complete guide. WvW Legendary Armor Guide. Legendary Back Item Warbringer Guide. Legendary Ring Conflux Guide. Warclaw Mount Achievement Guide. Share this: Twitter Facebook. Leave a Reply Cancel reply.

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These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. Some progress has been made on those, but there is still a lot of work to be completed. The team is hoping to have the bugs fixed by Nov. Included in the next beta will be some quality-of-life changes. Participation has always been tough to gauge in WvW, but that is something the developers are also looking at.

They plan on experimenting with removing incentives from unintended gameplay, and they are also removing the grace period for participation, which is granted by repairing structures in WvW. Outnumbered pips are also being removed, although the outnumbered pips will be staying. Although the team has a goal of Nov.



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